Time will tell if this API is usable. In particular, the way resource synchronization works, and object renaming.
Time will tell if it will perform better than WebGPU or other abstractions.
Time will tell if it remains small in the presence of driver bugs that need working around…<p>I’m also sceptical about their new bytecode for a shading language. Parsing shaders at runtime was not a concern with WebGPU - it’s very fast. Even producing native shaders is fast [1]. It’s the pipeline creation that’s slow, and this bytecode wouldn’t help here.<p>[1] <a href="http://kvark.github.io/naga/shader/2022/02/17/shader-translation-benchmark.html" rel="nofollow">http://kvark.github.io/naga/shader/2022/02/17/shader-transla...</a>